Hey everyone!
We've got some new progress to show off for the upcoming Pure Onyx release, which should be ready within the next week (probably by the end of the month) for the Inner Circle tier. Here's a brief summary of the more significant changes you can expect:
We're currently working on an H scene for the Splicer Boss, and with some luck we can get that into the wider release in December. We've made quite a few improvements to Onyx's fun bits for this one, which I'll explain more about below :D.
Mr. Kittyhawk, TK, LewdK, and I have been getting the Splicer Boss ready for the release over the past couple of weeks @_@. His first iteration is just about ready, and I have an animation preview to share :D
Street Lord Wraxe Animation Preview Video!
Currently his only skills are slash attacks, a sliding thrust (has long range), and a summon ability (the shout in the video) that summons a pack of Thugs and Runts, but we will be adding a grapple skill for him in the December release. We'll also be adding a polished death animation then, since we haven't gotten it wrapped up yet.
This boss exhibits our first test of enemy friendly-fire, and it's pretty humorous to watch him plow down his minions to get to Onyx :D. For later iterations, we had the idea that he could actually grab a runt and throw or kick him at her (Runt Punt!) for a ranged attack.

We're making good progress on another new enemy!
These guys differ from existing enemies in that there are a few variations to them based on their scale. They will likely normally be found in packs, with the variations exhibiting different behaviors and attacks, contributing to what could be a chaotic encounter if they aren't shut down quickly. Area of effect skills will be most effective against them, as long as the player risks getting in the middle of the pack.
Some ideas for their attacks include spitting acid that damages clothing durability (thanks Inner Circle guys for that), leaping like popcorn at Onyx so that she has to punch them out of the air, and for the big fatties, rushing at Onyx in a flurry-type rage. We've also considered the idea of the big ones inflating on death and exploding like a bomb. It may be fun if they sometimes spawned by falling from above onto Onyx as well :D.
TK finished the rig for these guys just a couple of days ago, of which you can check out a small demonstration that he made here. He's currently working on a more docile and sucker-like alternate head model. We decided the "teeth out" look will probably be for the bigger ones once Onyx aggros them :D.


I've been looking to add more 3D animators to the team, and during my search I got a response from an artist that happens to be both experienced with Unity and great at 2D animation for user interfaces. This happens to be something we really need, so I brought him on to experiment! Everyone welcome Brum to the team :D.
Over the past week he's been working on animation designs for our upcoming UI revamp.
He and AltairPL have been working together to figure out integration specifics, and so far things are going quite smoothly. I've included a GIF (low FPS unfortunately) showing off his WIP functioning in Unity.
On a related note, I plan on making a push in December to work toward more complete UI designs for the remaining menus so that Brum can continue onto those.



TK has been making a number of improvements to Onyx's rig while we've been working on the next H scene. This mostly came about from a need for her to take in telephone poles, but it's been a great test of all of the rigging work he's done up until now as well. Some of the improvements include:

A lot of APL's coding work this month involved development of his input wrapper -- a layer around Unity's input system that we can easily build on and that can communicate with our other game systems and database. It allows for new features that will show up in upcoming releases. Here are some of the highlights of its development:
Another related area that APL worked on was decoupling input from graphics. The results of this will show up in the next release in a few days.
Keep in mind these improvements don't make combat great yet. We have a hefty list of things to do in that area, but I think everyone will notice the game feeling significantly smoother after these fixes.

AltairPL has slowly been adding localization capability to the different UI components. He speaks Polish, so we're naturally using that as our test language :D. It's a pretty big process that includes converting images to dynamic text, ensuring fonts work for the language, and so forth. You can find a couple of screenshots of his work in that area in the gallery at the top!
Lurker
2020-12-04 15:22:36 +0000 UTCRT Solvalou
2020-12-02 11:27:47 +0000 UTCVenus
2020-12-01 06:19:06 +0000 UTCDee
2020-11-30 15:08:42 +0000 UTCFreeko Suave
2020-11-30 14:05:49 +0000 UTCHentai Nerd!!!
2020-11-29 07:46:29 +0000 UTCLurker
2020-11-28 22:26:07 +0000 UTCNeil
2020-11-28 17:13:32 +0000 UTC